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CIG 2015: Tainan, Taiwan
- 2015 IEEE Conference on Computational Intelligence and Games, CIG 2015, Tainan, Taiwan, August 31 - September 2, 2015. IEEE 2015, ISBN 978-1-4799-8622-4
- Xin Yao:
Keynote speech I: Co-evolutionary learning in game-playing. 16 - Simon Lucas:
Keynote speech II: General video game AI: Challenges and applications. 17 - Martin Müller:
Keynote speech III: Computer go research - The challenges ahead. 18 - Graham Kendall:
Keynote speech IV: Where games meet hyper-heuristics. 19 - Diego Perez:
Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP). 20 - Daniel A. Ashlock:
Tutorial II: Representations for evolutionary computation in games. 21 - Risto Miikkulainen:
Tutorial III: Evolving neural networks. 22 - Yun-Ching Liu, Yoshimasa Tsuruoka:
Regulation of exploration for simple regret minimization in Monte-Carlo tree search. 35-42 - Takahisa Imagawa, Tomoyuki Kaneko:
Enhancements in Monte Carlo tree search algorithms for biased game trees. 43-50 - Naoyuki Sato, Kokolo Ikeda, Takayuki Wada:
Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method. 51-59 - Mihai Sorin Dobre, Alex Lascarides:
Online learning and mining human play in complex games. 60-67 - Edward Booth, John Thangarajah, Fabio Zambetta:
Flexible story generation with norms and preferences in computer role playing games. 68-74 - David B. Carvalho, Esteban Walter Gonzalez Clua, Aline Paes:
Perception simulation in social planning for emergent storytelling. 75-82 - Fabio A. Guilherme da Silva, Bruno Feijó:
Personality traits in plots with nondeterministic planning for interactive storytelling. 83-90 - Simon Chauvin, Guillaume Levieux, Jean-Yves Donnart, Stéphane Natkin:
Making sense of emergent narratives: An architecture supporting player-triggered narrative processes. 91-98 - Willian M. P. Reis, Levi H. S. Lelis, Ya'akov (Kobi) Gal:
Human computation for procedural content generation in platform games. 99-106 - Frederik Frydenberg, Kasper R. Andersen, Sebastian Risi, Julian Togelius:
Investigating MCTS modifications in general video game playing. 107-113 - Peter I. Cowling, Daniel Whitehouse, Edward Jack Powley:
Emergent bluffing and inference with Monte Carlo Tree Search. 114-121 - Nick Sephton, Peter I. Cowling, Nicholas H. Slaven:
An experimental study of action selection mechanisms to create an entertaining opponent. 122-129 - David Stammer, Tobias Günther, Mike Preuss:
Player-adaptive Spelunky level generation. 130-137 - Caio Freitas de Oliveira, Charles Andryê Galvão Madeira:
Creating efficient walls using potential fields in real-time strategy games. 138-145 - Haiyan Yin, Linbo Luo, Wentong Cai, Yew-Soon Ong, Jinghui Zhong:
A data-driven approach for online adaptation of game difficulty. 146-153 - Jayden Ivanovo, William L. Raffe, Fabio Zambetta, Xiaodong Li:
Combining Monte Carlo tree search and apprenticeship learning for capture the flag. 154-161 - Josef Moudrík, Petr Baudis, Roman Neruda:
Evaluating Go game records for prediction of player attributes. 162-168 - Michael Dann, Fabio Zambetta, John Thangarajah:
An improved approach to reinforcement learning in Computer Go. 169-176 - Hirotaka Kameko, Shinsuke Mori, Yoshimasa Tsuruoka:
Learning a game commentary generator with grounded move expressions. 177-184 - Thorbjørn S. Nielsen, Gabriella A. B. Barros, Julian Togelius, Mark J. Nelson:
Towards generating arcade game rules with VGDL. 185-192 - Amin Babadi, Behnaz Omoomi, Graham Kendall:
EnHiC: An enforced hill climbing based system for general game playing. 193-199 - Spyridon Samothrakis, Diego Perez Liebana, Simon M. Lucas, Maria Fasli:
Neuroevolution for General Video Game Playing. 200-207 - Thomas Philip Runarsson, Simon M. Lucas:
On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function. 208-213 - Tetsuyuki Takahama, Setsuko Sakai:
Emerging collective intelligence in Othello players evolved by differential evolution. 214-221 - Xi Liang, Tinghan Wei, I-Chen Wu:
Job-level UCT search for solving Hex. 222-229 - Hanting Xie, Sam Devlin, Daniel Kudenko, Peter I. Cowling:
Predicting player disengagement and first purchase with event-frequency based data representation. 230-237 - Chong-U Lim, D. Fox Harrell:
Understanding players' identities and behavioral archetypes from avatar customization data. 238-245 - Dominic Kao, D. Fox Harrell:
Toward avatar models to enhance performance and engagement in educational games. 246-253 - Jr-Chang Chen, Gang-Yu Fan, Shih-Yu Tsai, Ting-Yu Lin, Tsan-sheng Hsu:
Compressing Chinese dark chess endgame databases. 254-259 - Hung-Jui Chang, Chih-Wen Hsueh, Tsan-sheng Hsu:
Convergence and correctness analysis of Monte-Carlo tree search algorithms: A case study of 2 by 4 Chinese dark chess. 260-266 - Jiao Wang, Tan Zhu, Hongye Li, Chu-Hsuan Hsueh, I-Chen Wu:
Belief-state Monte-Carlo tree search for Phantom games. 267-274 - Naoki Mizukami, Yoshimasa Tsuruoka:
Building a computer Mahjong player based on Monte Carlo simulation and opponent models. 275-283 - Pablo García-Sánchez, Alberto Paolo Tonda, Antonio Miguel Mora, Giovanni Squillero, Juan Julián Merelo Guervós:
Towards automatic StarCraft strategy generation using genetic programming. 284-291 - Igor V. Karpov, Leif M. Johnson, Risto Miikkulainen:
Evaluating team behaviors constructed with human-guided machine learning. 292-298 - Baozhu Jia, Marc Ebner:
A strongly typed GP-based video game player. 299-305 - Daniel A. Ashlock:
Evolvable fashion-based cellular automata for generating cavern systems. 306-313 - Yimeng Zhuang, Shuqin Li, Tom Vincent Peters, Chenguang Zhang:
Improving Monte-Carlo tree search for dots-and-boxes with a novel board representation and artificial neural networks. 314-321 - Spencer Polk, B. John Oommen:
Space and depth-related enhancements of the history-ADS strategy in game playing. 322-327 - Henrique Castro Neto, Rita Maria da Silva Julia:
ACE-RL-Checkers: Improving automatic case elicitation through knowledge obtained by reinforcement learning in player agents. 328-335 - Steffen Kampmann, Sven Seele, Rainer Herpers, Peter Becker, Christian Bauckhage:
Automatic mapping of human behavior data to personality model parameters for traffic simulations in virtual environments. 336-343 - Frank G. Glavin, Michael G. Madden:
Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning. 344-351 - Giorgia Baroffio, Luca Galli, Piero Fraternali:
Designing bots in games with a purpose. 352-359 - Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, Ruck Thawonmas:
Body motion design and analysis for fighting game interface. 360-367 - Lee-Ann Barlow, Jeffrey Tsang:
Play profiles: The effect of infinite-length games on evolution in the iterated Prisoner's Dilemma. 368-375 - Marie-Liesse Cauwet, Olivier Teytaud, Tristan Cazenave, Abdallah Saffidine, Hua-Min Liang, Shi-Jim Yen, Hung-Hsuan Lin, I-Chen Wu:
Depth, balancing, and limits of the Elo model. 376-382 - Garrison W. Greenwood:
Evolving strategies to help resolve tragedy of the commons social dilemmas. 383-390 - Daniel Wehr, Jörg Denzinger:
Mining game logs to create a playbook for unit AIs. 391-398 - Pedro Sequeira, Francisco S. Melo, Ana Paiva:
"Let's save resources!": A dynamic, collaborative AI for a multiplayer environmental awareness game. 399-406 - Tsubasa Fujiki, Kokolo Ikeda, Simon Viennot:
A platform for turn-based strategy games, with a comparison of Monte-Carlo algorithms. 407-414 - Marc J. van Kreveld, Maarten Löffler, Paul Mutser:
Automated puzzle difficulty estimation. 415-422 - Joao Quiterio, Rui Prada, Francisco S. Melo:
A reinforcement learning approach for the circle agent of geometry friends. 423-430 - Rui Prada, Phil Lopes, Joao Catarino, Joao Quiterio, Francisco S. Melo:
The geometry friends game AI competition. 431-438 - Han-Hsien Huang, Tsaipei Wang:
Learning overtaking and blocking skills in simulated car racing. 439-445 - Jilin Huang, Ivan Tanev, Katsunori Shimohara:
Evolving a general electronic stability program for car simulated in TORCS. 446-453 - Jan Quadflieg, Günter Rudolph, Mike Preuss:
How costly is a good compromise: Multi-objective TORCS controller parameter optimization. 454-460 - Erella Eisenstadt, Amiram Moshaiov, Gideon Avigad:
Co-evolution of strategies for multi-objective games under postponed objective preferences. 461-468 - Takeshi Ito, Yuuma Kitasei:
Proposal and implementation of "digital curling". 469-473 - Masahito Yamamoto, Shu Kato, Hiroyuki Iizuka:
Digital curling strategy based on game tree search. 474-480 - Fumito Masui, Hiroki Ueno, Hitoshi Yanagi, Michal Ptaszynski:
Toward curling informatics - Digital scorebook development and game information analysis. 481-488 - Takashi Kawamura, Ryosuke Kamimura, Satoshi Suzuki, Kojiro Iizuka:
A study on the curling robot will match with human result of one end game with one human. 489-495 - Anna Lisa Martin-Niedecken, René Bauer, Ralf Mauerhofer, Ulrich Götz:
"RehabConnex": A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercising. 496-502 - William L. Raffe, Marco Tamassia, Fabio Zambetta, Xiaodong Li, Florian 'Floyd' Mueller:
Enhancing theme park experiences through adaptive cyber-physical play. 503-510 - Ivan Zelinka, Lubomir Sikora:
StarCraft: Brood War - Strategy powered by the SOMA swarm algorithm. 511-516 - Kazuki Asayama, Koichi Moriyama, Ken-ichi Fukui, Masayuki Numao:
Prediction as faster perception in a real-time fighting video game. 517-522 - Chun Yin Chu, Hisaaki Hashizume, Zikun Guo, Tomohiro Harada, Ruck Thawonmas:
Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing. 523-529 - Aliona Kozlova, Joseph Alexander Brown, Elizabeth Reading:
Examination of representational expression in maze generation algorithms. 532-533 - Hyun-Soo Park, Kyung-Joong Kim:
MCTS with influence map for general video game playing. 534-535 - In-Seok Oh, Kyung-Joong Kim:
Testing reliability of replay-based imitation for StarCraft. 536-537 - Cheong-mok Bae, Eun Kwang Kim, Jongchan Lee, Kyung-Joong Kim, Joong Chae Na:
Generation of an arbitrary shaped large maze by assembling mazes. 538-539 - Joseph Alexander Brown:
Towards better personas in gaming : Contract based expert systems. 540-541 - Li-Wei Ko, Peng-Wen Lai, Bao-Jun Yang, Chin-Teng Lin:
Mobile EEG & ECG integration system for monitoring physiological states in peforming simulated war game training. 542-543 - Du-Mim Yoon, Joo-Seon Lee, Hyun-Su Seon, Jeong-Hyeon Kim, Kyung-Joong Kim:
Optimization of Angry Birds AI controllers with distributed computing. 544-545 - Joseph Alexander Brown, Qiang Qu:
Systems for player reputation with NPC agents. 546-547 - Sehar Shahzad Farooq, Jong-Woong Baek, Kyung-Joong Kim:
Interpreting behaviors of mobile game players from in-game data and context logs. 548-549
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